#include "main_em.h"
-unsigned long RandomEM;
+unsigned int RandomEM;
struct LEVEL lev;
struct PLAYER ply[MAX_PLAYERS];
extern int screen_x;
extern int screen_y;
+struct EngineSnapshotInfo_EM engine_snapshot_em;
+
void game_init_vars(void)
{
int x, y;
prepare_em_level();
game_initscreen();
- game_animscreen();
- /* blit playfield from scroll buffer to back buffer for fading in */
- BlitScreenToBitmap_EM(backbuffer);
+ RedrawPlayfield_EM(FALSE);
+}
+
+void UpdateGameDoorValues_EM()
+{
}
void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode)
{
int i;
-
- game_animscreen();
-
-#if 1
- SyncDisplay();
-
- blitscreen();
-
- FlushDisplay();
-#endif
+ boolean any_player_dropping = FALSE;
RandomEM = RandomEM * 129 + 1;
for (i = 0; i < MAX_PLAYERS; i++)
readjoy(action[i], &ply[i]);
- UpdateEngineValues(screen_x / TILEX, screen_y / TILEY);
+ UpdateEngineValues(screen_x / TILEX, screen_y / TILEY, ply[0].x, ply[0].y);
if (frame == 7)
{
synchro_3();
sound_play();
- if (!warp_mode) /* do not redraw values in warp mode */
- DrawGameDoorValues_EM();
+ UpdateGameDoorValues_EM();
}
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (ply[i].joy_drop &&
+ ply[i].dynamite &&
+ ply[i].dynamite_cnt > 0 &&
+ ply[i].dynamite_cnt < 5)
+ any_player_dropping = TRUE;
+
+ CheckSingleStepMode_EM(action, frame, game_em.any_player_moving,
+ game_em.any_player_snapping, any_player_dropping);
+
+ RedrawPlayfield_EM(FALSE);
}
/* read input device for players */
int north = 0, east = 0, south = 0, west = 0;
int snap = 0, drop = 0;
+ if (game_em.use_single_button && action & (JOY_BUTTON_1 | JOY_BUTTON_2))
+ action |= JOY_BUTTON_1 | JOY_BUTTON_2;
+
if (action & JOY_LEFT)
west = 1;
if (action & JOY_BUTTON_2)
drop = 1;
- ply->joy_snap = snap;
+ /* always update drop action */
ply->joy_drop = drop;
- if (ply->joy_stick || (north | east | south | west))
+ if (ply->joy_stick || (north | east | south | west)) /* (no "| snap"!) */
{
ply->joy_n = north;
ply->joy_e = east;
ply->joy_s = south;
ply->joy_w = west;
+
+ /* when storing last action, only update snap action with direction */
+ /* (prevents clearing direction if snapping stopped before frame 7) */
+ ply->joy_snap = snap;
}
+
+ /* if no direction was stored before, allow setting snap to current state */
+ if (!ply->joy_n &&
+ !ply->joy_e &&
+ !ply->joy_s &&
+ !ply->joy_w)
+ ply->joy_snap = snap;
+
+ /* use bug with snap key (mainly TAS keys) sometimes moving the player */
+ if (game_em.use_snap_key_bug)
+ ply->joy_snap = snap;
+}
+
+void SaveEngineSnapshotValues_EM()
+{
+ int i, j, k;
+
+ engine_snapshot_em.game_em = game_em;
+ engine_snapshot_em.lev = lev;
+
+ engine_snapshot_em.RandomEM = RandomEM;
+ engine_snapshot_em.frame = frame;
+
+ engine_snapshot_em.screen_x = screen_x;
+ engine_snapshot_em.screen_y = screen_y;
+
+ engine_snapshot_em.Boom = Boom;
+ engine_snapshot_em.Cave = Cave;
+ engine_snapshot_em.Next = Next;
+ engine_snapshot_em.Draw = Draw;
+
+ for (i = 0; i < 4; i++)
+ engine_snapshot_em.ply[i] = ply[i];
+
+ for (i = 0; i < 4; i++)
+ for (j = 0; j < HEIGHT; j++)
+ for (k = 0; k < WIDTH; k++)
+ engine_snapshot_em.Array[i][j][k] = Array[i][j][k];
+}
+
+void LoadEngineSnapshotValues_EM()
+{
+ int i, j, k;
+
+ game_em = engine_snapshot_em.game_em;
+ lev = engine_snapshot_em.lev;
+
+ RandomEM = engine_snapshot_em.RandomEM;
+ frame = engine_snapshot_em.frame;
+
+ screen_x = engine_snapshot_em.screen_x;
+ screen_y = engine_snapshot_em.screen_y;
+
+ Boom = engine_snapshot_em.Boom;
+ Cave = engine_snapshot_em.Cave;
+ Next = engine_snapshot_em.Next;
+ Draw = engine_snapshot_em.Draw;
+
+ for (i = 0; i < 4; i++)
+ ply[i] = engine_snapshot_em.ply[i];
+
+ for (i = 0; i < 4; i++)
+ for (j = 0; j < HEIGHT; j++)
+ for (k = 0; k < WIDTH; k++)
+ Array[i][j][k] = engine_snapshot_em.Array[i][j][k];
}